Mysteries of the Deep
Five mana for two cards is a rate nobody chooses; five mana for three, at instant speed, on a turn where a land has already entered under your control, is the deal this card is actually offering. The landfall clause turns the printed line into a trap door: the base mode exists only to define how badly you want to clear the condition, and clearing it asks for almost nothing, since a land drop is the most reliable trigger in the game. The timing is what keeps the design honest. The land has to have already entered this turn, which means a fetchland cracked in response or a land played in your first main phase and the spell held until the end step, a small sequencing puzzle layered onto an otherwise blunt draw spell. It belongs to the early wave of landfall cards that taught players to read "if you had a land enter this turn" as a real cost rather than free upside, and it sits at the plain end of that lineage: no creature attached, no permanent left behind, just refueling that pays a premium unless you do the bookkeeping. That premium is steep enough that the card asks to live in a deck already built around hitting land drops, where the three-card mode is the default and the two-card floor is a clause you rarely read.
